True. That is also why a lot of people thhink there is too many guns out there.
Getting THE unique gun, finally finding a gun at all, these moments feel so rewarding, no matter if they are by definition "micro" or "macro".
Yeah, best way I can describe it is that it has become an mmo style... where you don't find THAT weapon, but you find hundrets and need to check each and every one for stats... and they tell me that gunparts were micromanaging
Like... I do like the idea of randomized stats. It gives excitement to the next gunfind.
But ONLY if that gunfind is far away and not right next to me.
To me, this is TFPs not knowing what their game is supposed to be..:
On the one hand, they say that they want people to "stay in the stone age" for longer. On the other they say that every playstyle needs to be catered to and given their weapon of choice, even if that means you have to literally make every gun the same rarity.
I remember <=A16 how excited I got about my first lvl 120 sniper rifle! I already had a 500 pistol, but it felt like I was finally progressing to the endgame.
In A17 I found an AK on day 1. Fully build lvl 2. Not in a quest or anything. Just dropped by a zombie.
Weapon parts were the ideal mechanic for what they are trying to do now. To spread out the chance, to give every single lootcontainer value and to be able to keep players from getting OP guns early.
Because if the chance for a full AK is 1% and you get that 1% the game gets boring quickly.
If it is 4 parts with 1% for every part, this makes it stretch out so much more and gives a feeling of satisfaction no mod has yet given me.
I was always like "oh neat +2 damage" that wont change if I kill a Z or not... but now I have slightly higher accuracy. Didnt know I want tit... but its neat."
With weapon parts I was like "OH MY GOD FINALLY!!! THE FOURTH PART!!! HERE TRADER! TAKE MY 20000 DUKES!! I WANT THIS SO BADLY!!! FINALLY!!"
see the difference? One is more or less meaningless, while the other balances gameplay, introduces more reasons to go out looting and is rewarding once you finally find it.
I know they aren't coming back.
I only write this because I do not want guns to be everywhere. Yes its america... but those guns lie in the dirt... probably have been used 100 times (apocalypse you know) or even broken apart by zombies.
YOU WANT A SOLUTION?
make it how you want it. Guns everywhere.
But make guns that you find totally broken. Some unrepairably(or take 2x the ressources) so, some repairable via repairkit.
Meanwhile make Repairkits more expensive. Use steel instead of iron and use 5 oil instead of one. Oil can be easily gotten lategame (in the desert shale + empty can. But early game it is extremely rare and repairing a weapon should be really hard. (also adjust prices for repairkits since they are 10x more valuable now and decrease chances of finding one by a factor of 10 or more)
also don't make them repair completely anymore. That was a bad change to begin with. Maybe keep the cost how it is now but only repair 50-100 quality/hp)
Scrapping a broken gun should only give 1/2 the materials and it already decreases sale value (then you can up prices for guns again because selling an AK for 40 dukes is laughable)
There. Fixed it for ya. You can keep the "cater to every playstyle" idea without showering the player with guns and keeping finding useful guns more rewarding.